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Messages - Pirate Bob

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241
DF General Discussion / Re: Favourite new features
« on: July 16, 2014, 04:09:54 pm »
I like the different options for attacks, even if they seem to be slightly buggy.

I used a powerful (or whatever it's called) kick on a cougar, and its head exploded.  I guess I had maxed out the strength of that adventurer, but that still seems a bit much.  He also exploded various body parts of other opponents before succumbing to the inevitable crashing of DF (I tried to visit a retired fortress).

Visiting a retired fortress and having it still be alive and working would be my favorite feature, but that has caused DF to crash every time I've tried.  I really want to make an adventurer lead the fortress guards in a siege of the nearest goblin tower...

242
Sorry for thread necro, but has anyone attempted comparisons of cloth values. For instance, I know silk has incredible resistance to penetration. Has anyone tested whether candy thread clothes provide protection against bolts?

EDIT: Reading up on tags, the [STRUCTURAL_ELASTICITY_CHAIN_ALL] tag makes it so chain armor will blunt edged damage.

Also, [STRUCTURAL_ELASTICITY_WOVEN_THREAD] adds caps that prevent cloth armor from being too effective against edged weapons.

Has anyone tried reducing the SIZE value of crossbow bolts? They are currently 150, what if that were a quarter what it is now? Would that make bruising less prevalent and penetration more common?
The mass of crossbow bolts is linearly proportional to the SIZE value, and mass is very important for penetration and damage.  It's in this thread, but the thread has gotten to be 18 pages long it's somewhat hard to find.  You can find a decent summary on the Material Science page of the wiki.  Feel free to ask if you have any questions.

I have not tried anything with cloth armor, and I don't think anyone else has done much if anything.  I doubt it would do much against standard bolts, since adamantium plate does nothing, but it would be interesting to see if low momentum bolts could be stopped by cloth at some point.  I'll keep it in mind if I ever have time to do more testing, which sadly won't be any time soon.  If anyone else wants to try I'd be more than happy to help though.

243
DF General Discussion / Re: Future of the Fortress
« on: August 05, 2013, 03:31:29 pm »
OK, so it's not coming yet, but I'm having so many happy daydreams about climbing invaders...

Making the only entrance to your buttoned fortress a tall barely-climbable block wall, with scores of arrow slits opposite.....
That's an interesting point - adding climbing skill for invaders might actually make it easier to defend a fortress, as you could just pull up a drawbridge etc. to block your main entrance, leaving the poor gobbos trying to climb a sheer wall.  If the wall was tall enough, you might not even need to bother with the archers...

Maybe Toady has already thought of this sort of thing, and is waiting to add climbing at the same time he adds digging and some kind of AI to make "intelligent" decisions about the best way for invaders to assault a fortress?

244
(Realized that I posted stupid things, so I deleted this)
I really wouldn't have called anything you posted "stupid".  This thread has become a massive sprawling 18 page mess, and which I can barely understand even though I wrote much of it.  I was meaning to address some of your questions and comments, but I can't remember what they were.  I did think your animal testing results were interesting.

One thing I can do is direct you to the material science page on the wiki, which has our best attempt to summarize the results so far.  I am hoping to do some more testing to work out some of the open questions with projectiles (effects of creature/body part size, overlapping armor layers, details of protection falloff with increasing momentum, probably many others), and if I do I might start a new thread (linked here) to discuss the results.

245
DF Modding / Re: Broken Arrow - Fixed Archery Balance
« on: June 08, 2013, 02:38:01 pm »
You bumped the thread.  I demand an update! Funny how the bolt v. armour thread also got a new post today too.
I am going to try to work on testing how body part size figures into the bolt vs. armor calculations.  I am pretty sure that it matters, as helms of the same material and thickness are more effective than breastplates, but I don't quite know how it works.  I believe this is the last major piece to the puzzle, but figuring it out may be difficult.

On that note, I would like to try to create creatures that are, for example, just a dwarf's head.  Ideally, I'd like to have no facial features etc, just a plain sphere of flesh, but with skin, fat, muscle, and bone in the same sizes and proportions that a dwarf (or other humanoid) would have.  Then the idea would be to vary the size of this target to see how size changes the results.  I might also try another body part or two (like a torso and maybe a shin) to make sure that they all behave the same way when set to the same size.

Anyhow, I am pretty sure I can figure out how to make these things, but I have limited experience working with the creature templates (and they seem rather complicated), so if someone who knows what they're doing felt like giving me some pointers, it would be much appreciated.

Edit:  Here is my best attempt to make a blob of dwarf flesh.  I basically crossed a sponge with a dwarf.  I don't think I managed to give it any bones, but I'm not sure if that matters - it definitely can be cut and bruised, and I think that might be good enough.
Code: (Arena Blob) [Select]
[CREATURE:ARENA_BLOB]
[DESCRIPTION:A blob of flesh destined to die horribly.]
[NAME:arena blob:arena blobs:arena blobby]
[CASTE_NAME:arena blob:arena blob:arena blobby]
[CREATURE_TILE:1][COLOR:7:0:0]
[CREATURE_SOLDIER_TILE:2]

Many of the following tags are actually caste-level tags (in this case, male and female), but because there are no differences between the castes for these tags in a dwarf, you can add them earlier.  Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.

[INTELLIGENT]
[TRANCES]
[BENIGN]
[NOPAIN]
[NOEXERT]
[CANOPENDOORS]
[PREFSTRING:squishiness]
[BODY:BASIC_1PARTBODY_THOUGHT]
Next we use body detail plans (which have their own raw file) to streamline the addition of some of the common materials, tissues and their relationships with each other.

[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]

[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]


This controls the bleeding behavior.

[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]


****I don't think the rest of this matters, but I left it the same as regular dwarves***


These classes are used by syndromes (such as poison) as well as some restricted entity positions.  You can name them whatever you want.

[CREATURE_CLASS:GENERAL_POISON]

Some tags to control the overall infection behavior.

[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]

Attributes for dwarves are still described in terms of the median value below, but the actual game effects are altered according to the raw numbers.  The numbers are different percentile values.  1000 is the human median for all attributes, so dwarven strength, for instance, has a higher median of 1250, although they suffer from their smaller size.

[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]              +
[PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]                 -
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]             +
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]    +
[MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]                ++
[MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]            +
[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]              +
[MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]                +
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]        ++

These tags establish the growth phases of the creature's life.  The format is (BODY_SIZE|<year>|<day>|<average size>).

[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:60000]

These body modifiers give individual dwarves different characteristics.  In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges.  Each interval has an equal chance of occurring.

[BODY_APPEARANCE_MODIFIER:HEIGHT:100:100:100:100:100:100:100]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:100:100:100:100:100:100:100]
[APP_MOD_IMPORTANCE:500]

In order to set properties for body parts, first you select them.  In this case, we select all body parts of category EYE, then we add a few modifiers to them.


These are as before.

[MAXAGE:150:170]

Attack definitions are formatted as follows:


Here, GENERAL_BABY_NAME is at the creature level, and BABYNAME is at the caste level.  These names could be gender-specific but aren't right now.

[BABY:1]
[GENERAL_BABY_NAME:dwarven baby:dwarven babies]
[BABYNAME:dwarven baby:dwarven babies]
[CHILD:12]
[GENERAL_CHILD_NAME:dwarven child:dwarven children]
[CHILDNAME:dwarven child:dwarven children]
[EQUIPS]
[CAVE_ADAPT]
[DIURNAL]

This is the new format for making specific unit names for a creature.  Any unit token can be used.  If you want to add a caste-specific profession name, use CASTE_PROFESSION_NAME instead, once the caste has been declared.

[PROFESSION_NAME:CRAFTSMAN:craftsdwarf:craftsdwarves]
[PROFESSION_NAME:FISHERMAN:fisherdwarf:fisherdwarves]
[PROFESSION_NAME:HAMMERMAN:hammerdwarf:hammerdwarves]
[PROFESSION_NAME:SPEARMAN:speardwarf:speardwarves]
[PROFESSION_NAME:CROSSBOWMAN:marksdwarf:marksdwarves]
[PROFESSION_NAME:AXEMAN:axedwarf:axedwarves]
[PROFESSION_NAME:SWORDSMAN:swordsdwarf:swordsdwarves]
[PROFESSION_NAME:MACEMAN:macedwarf:macedwarves]
[PROFESSION_NAME:PIKEMAN:pikedwarf:pikedwarves]
[PROFESSION_NAME:BOWMAN:bowdwarf:bowdwarves]
[PROFESSION_NAME:MASTER_CROSSBOWMAN:Elite Marksdwarf:Elite Marksdwarves]
[PROFESSION_NAME:MASTER_BOWMAN:Elite Bowdwarf:Elite Bowdwarves]
[SPEECH:dwarf.txt]
[HOMEOTHERM:10067]
[ALCOHOL_DEPENDENT]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[PERSONALITY:IMMODERATION:0:55:100]
[PERSONALITY:VULNERABILITY:0:45:100]
[PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[SPOUSE_CONVERSION_TARGET]

Now we'll declare the specific castes.

[CASTE:FEMALE]
The gender tag lets it know how breeding works.
[FEMALE]
[MULTIPLE_LITTER_RARE]
To add beards, put square brackets around the following:
BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]

This command lets you select all of the castes again.

[SELECT_CASTE:ALL]
[SKILL_RATES:1:8:8:16]
Now we'll select all of the hair tissue layers we can find so that we can add colorations to them.  Even if the castes have different tissue layers, it'll find the layers and establish modifiers for each of the castes properly.

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]

A color modifier takes a list of color patterns (every color is associated to a monotone color pattern of its color, so you can also use color tokens) and frequencies.

[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:GRAY:1]

This gives the start and finish time in <year>|<days> for the color change to occur

[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:80:0:130:0]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:130:0:150:0]

Now we'll select the eyebrows and eyelashes and give them variable lengths.

[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]

[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

All of the other hair is selected and started at length zero.  It's fine to group them all together like this -- the creature can still accomodate different lengths once hair cutting/styling goes in.  I used one modifier here because the growth rates and starting length are all the same.

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]

Here we set the growth rate.  This will change the modifier (LENGTH) by 1 each day up to a maximum of 1000 from the start of the dwarf's life (early beards!) for as long as the dwarf is alive.  The format is (APP_MOD_RATE|<rate>|<scale>|<min>|<max>|<start year>|<start day>|<end year>|<end day>) where the final two tokens can be replaced by NO_END if the growth is to continue indefinitely.

[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]

[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]

Here we handle nail length.

*** need a new style to keep these short and need to make the entity def say to keep them short
SET_TL_GROUP:BY_CATEGORY:FINGER:NAIL]
PLUS_TL_GROUP:BY_CATEGORY:TOE:NAIL]
TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
APP_MOD_NOUN:nails:PLURAL]

Here all of the skin is selected and various colors are listed.

[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]

[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]
[APP_MOD_NOUN:skin:SINGULAR]
[APP_MOD_DESC_RANGE:0:0:0:1:25:50]

Now we do the eyes, using the somewhat clunky eye color patterns.

[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_COBALT:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_EYE_GOLD:1:IRIS_EYE_HELIOTROPE:1:IRIS_EYE_JADE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUST:1:IRIS_EYE_SILVER:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]

So, that leaves me with two questions for you talented modders out there:
1) Am I doing something stupid here?  I want something that does a pretty good job of getting wounded at about the same frequency a dwarf would.  My hope is that putting dwarf tissues on a sponge body should be OK, but maybe it's not?  All I will be looking for is the frequency of minor bruises (to skin/fat) vs serious injuries (cuts, possibly bruised muscle, broken bones if I could add those).  Do I need to have bones for it to work right?  Are there any other things I might be doing that are a big problem? 

2) What will be the size of this creature relative to a dwarf's head and/or torso?  This I can always find out later, but it would be nice to know.  If I am reading the raws correctly, I used [BODY:BASIC_1PARTBODY_THOUGHT], which gives a "body" with [DEFAULT_RELSIZE:2000], while dwarven heads have [DEFAULT_RELSIZE:300] and upper bodies have [DEFAULT_RELSIZE:1000], so this creature would be twice the size of a dwarven upper body (or the same size as the upper+lower body) and 6.7 times the size of a dwarven head?

Thanks in advance for any help!

246
The point of this thread is really not to argue that crossbow bolts are overpowered or not, it is merely to study the effect of armor at stopping bolts.  It was actually somewhat a surprise (at least to me) that the answer is that armor does absolutely nothing against metal bolts.

In my personal opinion, vanilla crossbows are relatively well balanced in fort mode, as on average the fact that armor does nothing is balanced out by shields/dodging being super effective against them.  I played a fort through to see what impact my suggested mods of more realistc bolt masses/energies were, and found that they had almost no impact at all because my (uber skilled) dwarves almost never got hit by bolts.  Furthermore, the amount of damage done by the less massive bolts did not decrease noticeably.  My marksdwarves were still extremely effective against goblins, even though their shots were occasionally deflected by armor.  Overall, the amount of deflections you'd expect realistic armor to produce is low enough that it simply isn't noticeable in fort mode.

That being said, it is VERY noticeable in adventure mode.  Things don't "average out" when players realize this is the tenth time they got shot in the head by a copper bolt, and their iron helm did nothing...again.  Also, in adventure mode archers tend to make a lot of shots "from behind" and such, so dodging/shields and such are less effective.

Bottom line - I think crossbow bolts can be relatively simply modded to allow them to work very well both in fort mode and adventure mode.  For the quick and dirty way, try setting [SHOOT_MAXVEL:833] in [ITEM_WEAPON:ITEM_WEAPON_CROSSBOW] and [ITEM_WEAPON:ITEM_WEAPON_BOW], and [SIZE:11] for [ITEM_AMMO:ITEM_AMMO_BOLTS] and [ITEM_AMMO:ITEM_AMMO_ARROWS] (I also posted a mod somewhere in this thread that uses custom materials to give all bolts the same mass, but this kind of makes a mess in fort mode).  If you can see any difference in fort mode, I'd really like to know about it, and you will almost certainly notice a difference in adventure mode.  In particular, for reasons I don't quite understand, helms seem to be made particularly effective, so this change should drastically reduce the number of one-shot deaths from archers.

247
DF Adventure Mode Discussion / Re: Adventurer Needed, apply within!
« on: April 15, 2013, 09:21:43 pm »
Oh. PirateBob, this might interest you.

I've been making statues to line the road in, and I like to see what sorts of subjects my mason is focusing on. In addition to a half-dozen or so of my Countess cowering while surrounded with giant roaches - I guess he REALLY doesn't like her - he made this little gem:

Spoiler (click to show/hide)

Here's where it is:

Spoiler (click to show/hide)
Awesome :)  Glad to hear things are going well!

248
DF Dwarf Mode Discussion / Re: Workshop entrance, Trap or Door?
« on: March 18, 2013, 11:59:58 am »
Cage trap also offers a completely consequence-free way of getting rid of berserkers - Sell them! I remember someone selling his insane king to the elves...
If you drop the cage into the magma sea (or someplace else where it will never be found) will unhappiness eventually be triggered in friends/relatives?  I think I remember that a creature that is missing long enough will eventually be marked as dead, but I'm not sure.  I know at one point this was not the case, which was actually a pain because you couldn't memorialize dwarves unless you found their bodies, but I don't remember if Toady fixed this by just allowing you to memorialize missing dwarves or by causing creatures missing over X amount of time to be considered dead.

If a permanently "missing" dwarves doesn't trigger bad thoughts, then disposing of cages would allow you to exploit this.  Even if bad thoughts over the loss of a dwarf are triggered, you will at least remove all thoughts from any dwarves witnessing the death or decay of the dwarf.  In fact, I think in my next fort I will try to work out a way of dumping all corpses in the magma sea.  It just seems proper (even if it turns out to be wildly impractical, and not beneficial in any way)...

249
DF Dwarf Mode Discussion / Re: Workshop entrance, Trap or Door?
« on: March 15, 2013, 06:37:11 pm »
Wouldn't a cage trap be a much safer choice?  Then at worst you just release Urist McNappy (perhaps after letting him think about how stupid he is for a bit).  Or will cage traps not capture berserk dwarves? 

I do have to also agree with Larix that I've never had a dwarf injured by a weapon trap, and I put them all over the place as decorations...

250
Judging by his pronunciation, I say he's drunk.

"Aye aye keelteded Dreerbus, an' Mrorulul, an', an' Shankees, an' Cacameemee, an' I'll will killed ya too an' I won' stop till I killed you an' keeponkillinya......*snore*"
That sounds about right  ;).  I mean, what would you do if you had an injured foot and you lived in a world where crutches don't seem to have been discovered yet...

251
I was talking to one of my former adventurers (who retired because a zombie head latched onto his foot and gave him never damage) and this is what he said:
Spoiler (click to show/hide)
I believe that "Dreerbus" was actually an unarmed kobold, and possibly a child at that (I stumbled into a "cave" which seemed to be a bunch of kobolds standing around above ground), but still... :P

252
Whenever you restart, try finding some companions.
Companions are few and far between in this world, as at year 13 the humans have only established one town, and no outdoor fortresses. I believe there are approximately 6-10 soldiers in the northern half of the continent. 

If you want to have a selection of decent companions, you might consider creating a few adventurers and then immediately retiring them, so that you can go back later to recruit them with your "real" adventurer.

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On that note, does anyone know any tricks I can use to make the FPS less horrible?
The wiki has an article on it:http://dwarffortresswiki.org/index.php/Maximizing_framerate
In addition if your adventurer has a higher speed then other things will get less turns between yours.
That isn't really what I had in mind.  I was wondering if anyone knows specifically how to alleviate the really nasty framerate hit you take when visiting a fortress in adventure mode.  I heard that sleeping in the fortress is very bad, due to some kind of bug, and was wondering if there were other known bugs that I could avoid to make things less slow.  I suppose I could try running some of the DFHack cleaning commands, but I don't know how much that will help.  I always have FPS drop terribly whenever I visit a fortress, even if it's pretty clean.  I suspect it has something to do with all the critters underground moving around, but I'm not really sure.  I suppose I could use reveal, kill all the underground things with magma/obsidian, and then unreveal, and see if that makes things better...

That being said, I did do some more adventuring in the fort, culminating with my dwarf being crippled when a disembodied head bit hit foot to pieces:
I might try again with another adventurer later this week if I have time.

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Good job, racnor! Pirate Bob, I'm super impressed with you, too.
I can't get my adventurers to survive against a wolf. Let alone several hundred undead.

I haven't actually seen that many undead at the site.  Only maybe 10 total, and of those only a couple at a time.  The only really dangerous thing was a water buffalo skeleton, and I hid an threw stuff at it from a safe distance until it collapsed, and then butchered it.  If the FPS was even tolerable it would be a really fun (and not overly difficult) place to send an adventurer.  I don't actually have an FPS monitor, but at many points it takes me about 10 sec to move one tile, so...

On that note, does anyone know any tricks I can use to make the FPS less horrible?

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I got my adventurer to the fort, and undead really aren't that hard to kill (at least temporarily) as an adventurer.  The problem is the FPS is godawful.  I don't think I can take it.   I might try some more if I have time, but that's likely not to happen in the near future. 

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